Showing posts with label Mapping. Show all posts
Showing posts with label Mapping. Show all posts

Saturday, April 29, 2017

Specificity

One of the key problems with the Settlement Campaign idea is that it is so broad. That broadness is also one of the core features that makes it such an appealing idea. However, while there are components common to many Settlement Campaigns, each such endeavor will be unique because of the differences in topography, climate, geology, hydrology, etc. I talked about creating a hyper-snowflake setting and ruleset, but in trying to represent the Settlement Campaign, I tried to reach too broadly, focusing more on universality than the specificity that I want to promote within game design.

So, in service of that specificity, I drew the (most of) the rest of the continent within which the Sea of Shadows is located. It currently lacks a name, but names are complicated beasts and I like to leave those to the end of the process. I do have some names, areas of my world that have been bouncing around in my brain for years but I've not wanted to develop (as I tried to focus on just the Sea of Shadows itself). While Guol, Panumbra, and the Wintry South will continue to occupy the furthest-back burner, it is nice to know where they are on the map, how they relate to each other topographically, and so on. It is also humbling to see that this world which has occupied my thoughts for 5ish years occupies just 40 squares of my sheet of graph paper - despite how much work I have put into this project, I have barely scratched the surface of all there is to accomplish. It is humbling, but it is also somewhat freeing; I am still beginning this endeavor - despite the progress on my game book, I have not come close to any sort of ending.

Additionally, and this was the original goal of the exercise, I now have places for my settlers to settle.

Friday, September 9, 2016

Refining the Trade System

I'm hard at work with classes as well as implementing Alexis' trade system right now and I wanted to document some of the ways I've needed to change the process in order to create the outcome I want.

The trade system depends upon references of goods bound to specific commercial locations (markets) where goods of that type are either produced or gathered from nearby, noncommercial areas (outlying farms, smaller towns, shipped downriver, etc.).  Following Alexis' suggestions, I plotted out regions of influence for each city, ranging in size from 4ish hexes for the smaller cities to 15 or 20 for the larger ones.  I initially used Welshpiper's medieval settlements calculator to determine how many cities I ought to have in regions of a given size and population density, which lead to more cities than I had reasonable room to place.  I did what I could - and I think the map has benefited from the density of locations in both the Southern Kingdoms and Confederacy (I scaled back the city counts intentionally for Arein because of its relatively young age (60 years)).  Obviously, the more closely packed the cities are, the fewer hexes each controls within a given area.

Each hex controlled by a market might produce resources, based upon its hydrology, elevation, and level of civilization.  While I haven't implemented Alexis' idea of infrastructure numbers yet, it is a future project.  As a rule of thumb, I decided that any hex more than two hexes away from the closest city was undeveloped and thus (for my two heavily-treed areas) still jungle/forest.  Hexes only 40 miles (2 hexes) from the closest city were also undeveloped, but if there was another city within 2 hexes from the are in question, the hex is settled instead.

It may be helpful to take a gander at the map I uploaded recently.

One of the early difficulties I encountered with the random determination is that Alexis' regions are based upon the kinds of terrain found in, say, Hexographer, rather than rooted in any kind of elevation or topological scheme, which is how I built my world.  While I absolutely understand the desire to be accessible, I had a little bit of work to do to adjust it.  My first approach was to classify any hex adjacent to another hex with an elevation difference of 400 or more counted as a hill (which graduated to mountain as soon as the hex's height breached 2000' above sea level).  This gave me no hills because the elevation change was smoother than I had anticipated.  My second approach banded hexes by color: hexes over 500' but under 2000' were hills, hexes over 2000' were mountains, and hexes between sea level and 500' were flat, either plains or scrublands (hexes between -50' and 0', found only at the coast, became marshes).  Alexis' plains designation really applies to land used for large-scale farming, whereas scrubland does not.  Thus, hexes 1 hex or closer to a city are plains, while those that I've ruled undeveloped are either scrub or forest/jungle.  Now, deciding between the two choices was tricky.  They are entirely different vegetation systems, and it was important that I get the resources from both.  I still don't have a satisfactory answer, but the answer I used had to do with distance from the forest's center, something for which I had a rough location.

The biggest change I needed to make was further differentiating the very generic labels of building stone, cereals, fruits (which replace grapes, since I'm in a tropical environment), gems, and vegetables.

My world's central distinguishing characteristic is the differences in both outlook and material culture between each of my societies.  Therefore, I need to be able to distinguish between the kinds of resources available to each people, as well as what specific foods is grown to determine diet and food culture.  I have a sedimentary ridge that separates the Confederacy and Southern Kingdoms, and so I used that to distinguish between the kinds of stone found: south of the ridge is sandstone, compressed sediment from the sea, while north of the ridge is limestone because of the karst topology (a choice I made to provide sinkholes to the area).  Across the Sea of Shadows to the south, I have granite mountains.

However, karst topology includes important things like dolomite and gypsum, which I wanted to produce as well, and this led me to the solution I employed for my other reference specifications.  I assigned probabilities to each type and rolled a die: 1 dolomite, 2 gypsum, 3-4 limestone.  The important thing is that I get different numbers for each resource, scattered throughout the regions.

I then specified different cereal categories, millet, rice, and wheat, fruit categories, bananas, coconuts, mangos, and pineapples, gem categories, ornamental, fancy, semiprecious, lesser precious, and greater precious, and vegetables, cassava, cotton, edibles (tubers and the like), jute, palm oil, and soybeans.  I determined these the same way, giving each a probability and then rolling for each individual reference - I tried applying a strict percentage on the overall reference to give me numbers, but the results were too clean.

The last way I've changed the references is adding a new one: warcraft, which governs the making of arms and armor for a given culture.  The Tarluskani use a khanda while the Southerners use a longsword.  While they are similar in many ways, the techniques to use it are different, as are the concerns and problems when forging it.  This also lets me price weapons and armor from different cultures like the exotic or commonplace items they are, even though the skills involved are the same.  I get my Warcraft value for each market from the sum of the leathercraft, metalcraft, and woodcraft references, since they are highly related industries.



My last change to the overall system was in using the reference numbers to populate information about the cities themselves.  It follows that cities with higher references are more economically powerful than those with a lower count -  they have more resources and can bring more to bear to any economic dispute.  So, since the urban population of the late Middle Ages was something like 25% of the total population, I have calculated the total population for each area based on population density (usually between 10-20 people per square mile), multiplied it by .25 and the multiplied it by the ratio of the market's reference total compared with the region's reference total to get the final population.


For example, Reyjadin is the capital city of the Southern Kingdoms.  Being a capital city, I've doubled its population because of that added importance.  The total population for the Southern Kingdoms is approximately 683,000 people.  Reyjadin controls 6 references while the Southern Kingdoms as a whole controls 291 references.  So, Reyjadin's popullation is 683,000*.25*2*(6/291)=7,041 people.  Population then defines a city's physical size (population/38850 square miles) and the strength of its guard (population/150 employed guards).  While obviously these latter two measures are adjustable, it gives me a systematic way to approach any city.

While there's a lot to refine about this process (like using the total local references rather than references controlled by the market), it's definitely progress.

Also, a helpful resource to intrepid worldbuilders.

Saturday, August 27, 2016

Map Update

Lacking extensiveprogramming know-how, I am making my map by hand.  I finished most of the inhabited portions today and I wanted to post a picture.  There is still a great deal to do - I have cities to name, borders to draw, and chains of arrows to turn into rivers, but for the first time I have a visual representation of the world in which my characters will play.  It is immensely satisfying, to say the least.




I wrote previously on my methods for creating this map - taking a complete map, obfuscating it into large chunks, and then decompressing the chunks back into the map - and now I can talk about how the maps compare.  If you compare the first map to the latest one, you'll notice some vertical distortions due to mislabeling hexes when I first started.  I realized my mistake after 20 hours of work and decided that I liked the bays and inlets more than the original, flatter coastline.  I think the big difference between the two maps is that the second one is much less linear (which makes sense) - terrain is broken up into like chunks instead of radiating lines of topological features.  This was the objective of the whole process, but what is really nice is the gradation between the different chunks - while there are some areas that are very obviously distinct, especially in the southern half of the map, terrain blends across the chunk borders.


I am happy with the result, but I doubt I'll do it again.  I had a very specific shape in my head for the Sea of Shadows that I wanted to realize, which led me to the extensive drafting and mapping process I used.  For the other regions that I will make in the future - Panumbra, the Frozen South, and Guol, I have very few geographic ideas and so I'll probably just let Alexis' RNG process work its magic.

Wednesday, April 6, 2016

Placing References


Alexis recently finished a series of posts detailing (mostly) his world's economic system.  I've been salivating over it for years, and I immediately set to establishing it in my world.

I immediately ran into some problems specific to my world.  The problems begin in that my world (at least, the parts that I have designed right now) take place on the equator - Sahargeen, the magical rainforest, is on the equator and therefore the Southern Kingdoms, which lie directly south of it, are in a tropical climate.  This means that the Southern Kingdoms have been carved out of this rainforest, (and the land is mostly hilly, I'll get to that later), rendering it less suited for a standard D&D economy - horses do very poorly in jungle, as does grain.

To place resources, I decided to type each hex in two ways: its topography and vegetation, since the two can be independent.  Here, the vegetation is all jungle or jungle and swamp (for the hexes featuring rivers), and the topography is almost entirely hilly (since I started with elevations for each hex instead of a terrain type, I had to come up with some rules to apply a topographic type to each hex.  My rule of thumb is that if there is an elevation change of more than 500', then both hexes will be hilly, and mountains are determined by either hills over 5000' or a difference of more than 2000').

Each topographic and vegetative option has a distinct set of references that might be found there:
Type
Hills; Jungle
Hills; Jungle Swamp
Plain
Plain; JS
Mountain; J
Coast
1
Empty
Empty
Empty
Empty
Empty
Empty
2
Empty
Empty
Empty
Empty
Empty
Roll twice
3
Roll twice
Roll twice
Roll twice
Roll twice
Roll twice
Salt
4
Ore
Ore
Cattle
Cattle
Gold
Fish
5
Bricks
Bricks
Grain
Grain
Ore
Clay
6
Sheep
Clay
Fruit
Fruit
Bricks

7
Clay
Fruit
Horses
Horses


8
Fruit
Empty
Bricks
Bricks


9
Empty
Fruit

Empty


10
Fruit
Spices

Fruit


11
Spices
Timber

Spices


12
Timber
Fish

Fish


13
Gold
Gold





Coasts are (obviously) the hexes that border the sea.  Since I rolled randomly on the table you see above for each hex, I had to essentialize my list to make sure that each area was producing the kinds of things I wanted it to produce - I want coasts to produce primarily salt and fish, and so I ignore whatever vegetation might be there in favor of the opportunities provided by the topography.  Similarly, since having a lot of gold references is important to standardize pricing, I wanted mountains to predominantly offer gold and ore, so I ignore vegetation there, as well.

You'll also notice that I do not have any grapes references as mentioned in Alexis' original setup.  This is because grapes require a hot, dry climate to thrive, but in the tropics, bananas, coconuts, and pineapples serve the same purpose (the brewing of wine).

The table worked fairly well for this area, and once I finish the Southern Kingdoms up, I'm interested in expanding this method to work with my other regions (which are much more vegetatively diverse).  I will probably make them produce fewer resources, as well.

Part of the reason I have for a much higher chance of producing references than not is that the Southern Kingdoms are the player's entry point into my world - it is my Fallow, to draw from Alexis' How to Run.  The culture is based on a European religio-feudal model despite being on the edge of a tropical jungle (they are immigrants), and I want this area, therefore, to be incredibly resource-rich.  The randomization, as you will soon see, still makes relative scarcity occur, but most of the reference types are well-represented, so one can purchase most goods for a reasonable price (the exceptions being horses, cattle, and grain).

Hex
-16
-15
-14
-13
-12
-11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
7
?
Hills; J
?
?
?
?
Hills; J
?
?
?
Hills; JS
?
Hills; J
?
Hills; J
?
Hills; J
?
?
?
Hills; J
?
Hills; J
?
Hills; J
6
Hills; J
Hills; J
Hills; J
Hills; J
Hills; J
Hills; J
Hills; J
Hills; J
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; J
Hills; J
Hills; J
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; J
5
Hills; J
Hills; J
Hills; J
Hills; JS
Mountain; J
Mountain; J
Mountain; J
Hills; J
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; J
Hills; JS
Hills; J
Hills; J
Hills; J
Hills; J
Hills; J
Hills; JS
Hills; J
Hills; JS
4
Hills; J
Hills; J
Mountain; J
Hills; JS
Hills; JS
Hills; JS
Mountain; J
Hills; JS
Mountain; J
Hills; JS
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; J
Hills; JS
3
Hills; J
Hills; J
Mountain; J
Hills; JS
Hills; JS
Hills; JS
Hills; J
Mountain; J
Hills; J
Hills; JS
Plain; JS
Hills; J
Hills; J
Hills; J
Hills; JS
Plain
Plain; JS
Hills; JS
Hills; JS
Hills; J
Hills; J
Hills; JS
Hills; JS
Hills; JS
Hills; J
2
Hills; J
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; J
Plain; JS
Hills; J
Hills; JS
Hills; JS
Hills; J
Hills; J
Plain; JS
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; J
1
Hills; J
Hills; JS
Plain; JS
Hills; J
Coast
Hills; JS
Hills; J
Hills; J
Plain; JS
Plain; JS
Coast
Hills; JS
Hills; J
Plain; JS
Plain; JS
Hills; JS
Coast
Hills; JS
Hills; J
Hills; JS
Hills; J
Hills; JS
Hills; JS
Hills; J
Mountain; J
0
Coast
Hills; J
Coast
Plain
Coast
Coast
Hills; J
Hills; J
Hills; J
Coast
Sea
Coast
Coast
Plain
Coast
Coast
Sea
Coast
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Hills; J
Hills; JS
Hills; JS
-1
Plain
Coast
Plain
Coast
Sea
Sea
Coast
Plain
Coast
Coast
Sea
Sea
Sea
Coast
Sea
Coast
Sea
Coast
Plain; JS
Hills; J
Hills; JS
Hills; JS
Hills; JS
Hills; JS
Mountain; JS
-2
Coast
Plain
Coast
Sea


Sea
Coast
Coast
Sea



Sea

Sea
Sea
Coast
Hills; J
Hills; J
Hills; JS
Plain
Hills; JS
Hills; J
Mountain; J
-3
Sea
Coast
Sea




Sea
Sea








Sea
Coast
Hills; J
Coast; JS
Plain; JS
Plain
Hills; JS
Hills; JS
-4

Sea
















Sea
Coast
Sea
Coast
Coast
Hills; JS
Hills; J
-5



















Sea

Sea
Sea
Hills; J
Hills; JS
-6






















Sea
Coast
Hills; JS

This table lists all of the hexes that I consider within the boundaries of the Southern Kingdoms.  Each 20-mile hex has its own box, and (once I get back to my more powerful computer) I'll assign each hex to a market.  The question marks are areas for which either I couldn't read the elevation or I haven't mapped yet, but they are too far from the Southern Kingdoms to provide references.

This area spans about 100,000 square miles and has 26 markets, concentrated within about 80 miles of the coast.

After randomly determining my references via the process above, I come out with the following list.

Hex
-16
-15
-14
-13
-12
-11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
7
?
Clay
?
?
?
?
Empty
?
?
?
Empty
?
Timber
?
Clay
?
Empty
?
?
?
Spices
?
Ore
?
Empty
6
Bricks
Fruit
Spices
Spices
Empty
Ore
Fruit
Fruit
Spices
Spices
Fish
Fruit
Empty
Spices
Empty
Fruit
Fruit
Sheep
Empty
Bricks, Fruit
Gold
Fruit, Bricks
Empty
Spices
Spices
5
Ore
Bricks, Ore
Empty
Timber
Timber
Ore
Gold
Fruit
Spices
Timber
Bricks
Fruit
Timber
Ore
Gold
Bricks
Bricks
Empty
Fruit
Sheep
Fruit
Sheep, Fruit
Ore
Empty
Fruit
4
Empty
Gold
Timber, Spices
Ore
Fish
Horses
Ore
Fruit
Gold
Empty
Clay
Empty
Fruit
Bricks
Empty
Timber
Fruit
Ore, Fruit
Timber, Ore
Gold
Fruit
Fruit
Gold
Empty
Empty
3
Fruit
Fruit
Fruit
Bricks
Fish
Bricks
Empty
2 Gold
Fruit
Ore
Horses
Empty
Fruit
Gold
Gold
Empty
Cattle
Bricks, Gold
Empty
Clay
Gold
Fruit
Empty
Clay
Spices
2
Bricks
Ore
Fish, Fruit
Sheep
Gold
Fruit
Timber
Spices
Timber
Fruit, Spices
Bricks
Timber
Bricks
Ore
Clay
Spices, Timber
Spices
Empty
Clay
Timber
Fruit
Bricks
Timber
Empty
Empty
1
Timber
Bricks
Horses
2 Fruit
Salt
Spices, Fruit
Empty
Fruit
Spices
Bricks
Salt
Spices
Empty
Horses
Empty
Empty
Clay
Timber
Empty
Empty
Timber
Empty
Fruit
Timber
Gold
0
2 Salt
Empty
Fish
Empty
Salt, Fish
Salt
Fruit
Clay
Bricks
Fish
Sea
Clay
Salt
Empty
Salt, Fish
Salt
Sea
Empty
Fish
Fruit
Fruit
Spices
Bricks, Timber
Timber
Spices
-1
Bricks, Grain
Salt
Empty
Fish, Salt
Sea
Sea
Empty
Bricks
Empty
Fish
Sea
Sea
Sea
2 Clay
Sea
Clay
Sea
2 Fish
Fish
Bricks
Ore
Bricks
Ore
Fish
Gold
-2
Salt
Empty
Empty
Sea


Sea
2 Salt
Fish, Salt
Sea



Sea

Sea
Sea
Clay, Fish
Fruit
Spices
Fruit
Cattle
Spices
Clay
Empty
-3
Sea
Empty
Sea




Sea
Sea








Sea
Salt
Sheep, Timber
2 Clay
Fish
Bricks
Empty
Spices, Fruit
-4

Sea
















Sea
Salt, Fish
Sea
Empty
Salt, Clay
Clay
Gold
-5



















Sea

Sea
Sea
Fruit
Empty
-6






















Sea
Empty
Fish, Clay

My count of each reference is as follows:
Reference
Totals
Bricks
23
Cattle
2
Clay
19
Fish
21
Fruit
43
Gold
19
Grain
2
Horses
2
Ore
16
Salt
18
Sheep
5
Spices
18
Timber
21

Fruit, then, is the dominant foodstuff, and there's a fair amount of stone, fish, gold, salt, timber, and spices.  The relative scarcity of timber indicates that, although the rainforest is everywhere, most of the wood in the rainforest isn't useful for construction purposes (or the forest's guardians have killed enough would-be loggers that people have learned their lesson).

The lack of grain, however, will be problematic - grain forms a huge staple in most standard medieval diets (especially nonperishable rations, which are kind of important for roleplaying games).  To fix this, I'll go in as I'm assigning hexes to markets and change what references are produced by the plains in columns -6 and 0.

I can already see how this is going to change my game for the better, and I'm excited to implement everything.